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January 27, 2015
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January 27, 2015
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Updates » Production
Charting Adrift's journey from concept art to publishing deal  
by Alex Wawro [11.04.14]
Adam Orth and the rest of the core Adrift development team share what they learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, GDC Next

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

'Reclaiming my soul', or 'Why I quit making free-to-play mobile games' 20
by Kris Graft [11.04.14]
Telltale Games producer Caryl Shaw told an audience at GDC Next today about how she was able to "reclaim her soul" by quitting free-to-play mobile games and head back to the triple-A development industry.
Social/Online, Smartphone/Tablet, Design, Production, GDC Next

See how third-party developers can make your game better at GDC  
by Staff [11.04.14]
No matter how good your game is, CCP Games technical designer Blok-Andersen is betting it could probably be improved if you opened it up to third-party developers. At GDC 2015, he'll show you how.
Console/PC, Social/Online, Indie, Production, GDC

Getting started with mobile game localization 1
by Gamasutra Community [11.04.14]
A quick list of six things you need to keep in mind before launching into localizing your game: "mobile game localization is not rocket science... but there’s still some work that needs to be done."
Smartphone/Tablet, Production, Business/Marketing, Mobile Games

How I learned to love being a mobile developer 11
by Gamasutra Community [11.04.14]
A console dev's journey to mobile games: "I realize now that I have the chance to entertain, to reach the biggest audience ever, and to craft game experiences for them."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

How 17-Bit survived cross-platform dev on Skulls of the Shogun 2
by Alex Wawro [11.03.14]
The engineering wizard who helped make cross-platform multiplayer possible on Skulls of the Shogun runs down some of 17-Bit's big challenges in launching the game across XBL, PSN, Steam and mobile.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

We Built Glitch City: Lessons learned by LA's indie dev collective 4
by Alex Wawro [11.03.14]
A group of L.A.-based indie developers have gained more than they ever thought they would by uniting to form Glitch City, a development collective they jokingly refer to as the "indie Voltron."
Indie, Production, Business/Marketing, GDC Next

Don't Miss: Postmortem - McMillen and Himsl's The Binding of Isaac 26
by Edmund McMillen [11.03.14]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Turning around a 4-year old game: How Halfbrick resurrected Age of Zombies  
by Alex Wawro [11.03.14]
What do you do when your game's past its prime? If you’re Fruit Ninja developer Halfbrick Studios, you keep your team on the project and push updates that reinvigorate the game with fresh content.
Smartphone/Tablet, Production, Business/Marketing, GDC Next

Learn how the Far Cry 4 team works so efficiently at GDC 2015  
by Staff [11.03.14]
Ubisoft engine architect Remi Quenin reveals how the Far Cry 4 team is developing a massive game for five different platforms without tearing their own (or each other's) hair out. Learn how at GDC 2015.
Console/PC, Production, GDC

Blog: Breasts? No thank you! 8
by Gamasutra Community [10.31.14]
"Maybe I should have just made a game about candy pieces. Calling my shiny, colorful puzzle game Boob Rescue certainly made things a lot harder than they needed to be."
Smartphone/Tablet, Art, Production, Business/Marketing, Mobile Games

Blog: The story of the Halloween Mod for Half-Life  
by Gamasutra Community [10.31.14]
An interview, by a fan and game design student, with the creator of a popular Halloween-themed mod from 2002: Swiss_Cheese Halloween Mod.
Console/PC, Indie, Design, Production

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Blog: Making games is hard 3
by Gamasutra Community [10.31.14]
On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there’s never enough of it."
Smartphone/Tablet, Indie, Production

Composing an indie RPG title track 6
by Gamasutra Community [10.30.14]
On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece."
Console/PC, Indie, Audio, Production

Ex-Blizzard frontman Rob Pardo shares his approach to game design  
by Alex Wawro [10.30.14]
Civilization IV designer Soren Johnson talks to ex-Blizzard designer Rob Pardo (Warcraft 3, Starcraft II) about his career and his approach to design in the new Designer Notes podcast.
Console/PC, Design, Production

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Video: Mastering the art of killing your games 8
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive